MCreator 2022.2 pre-release

Published by Klemen on
MCreator 2022.2 pre-release

This time with only two snapshots, the pre-release of MCreator 2022.2 is here. This feature-oriented update will be packed with features, so make sure to test it out!

Snapshot changelog

Major new features, improvements, and bug fixes in this snapshot are highlighted with bold text.

  • Added duplicate layer button to the image editor
  • Added some more block and plant tint types
  • Added new mod element type: item extension
  • Added follow range parameter to living entity mod element
  • Added support to switch between Minecraft Forge and Fabric generators
  • Scoreboard procedures now work with all entities, not just players
  • Added new command argument types: message
  • Added new projectile procedure blocks: shoot a projectile from the entity, shoot a projectile at a location with direction, added arrow, fireball, and throwable projectile definition blocks
  • Added new entity procedures: for each passenger, for each direct passenger, get passenger that is controlling entity, and get lowest ridden entity, is in wall, get remaining ticks on fire, is sleeping, is glowing, is swimming
  • Added new text procedures: is text empty, trim text, uppercase text, lowercase text, does text start/end with
  • Added four new texture categories: entities, screens, effects, and particles
  • [Bugfix] Fixed common tags tool dirt tag using the wrong namespace
  • [Bugfix] Command actions did not run when called from a command block
  • [Bugfix] Accept any parameter and call procedure command parameter did not work in some cases
  • [Bugfix] Some dialog windows in image maker froze the UI on macOS in some cases
  • [Bugfix] AI task editor was disabled in the add-on generator
  • [Bugfix] Food mod element failed to properly convert to the item in some cases
  • [Bugfix] Wandering villager custom trades did not work
  • [Bugfix] Checkboxes in custom GUIs had too big of a click region
  • [Bugfix] Some other minor fixes and improvements

Release changelog

Below is the changelog of the previous snapshots, covering all the changes in the upcoming 2022.2 release together with the snapshot changelog.

  • Updated Blockly to 2022 Q1 Patch 2
  • Updated bundled Java to version OpenJDK 17.0.3
  • Added new Java plugins system for more advanced MCreator plugins
  • Added some new tags to the common tags tool
  • Added blockstate management procedure blocks to universally read, write and modify block states
  • Added requires correct tool option for blocks
  • Added is solid option for plants
  • Added new block triggers: projectile hits the block
  • Added new plant triggers: projectile hits the plant, entity walked on the plant
  • Added new command argument builder with Blockly editor
  • Added new command argument types: number, logic, string, literal, block position, entity, item, block state
  • Added procedure blocks to read specific command arguments
  • Added support for adding custom trades to wandering traders
  • Added custom block pitch rotation support
  • Spawn entity procedure blocks and biome selectors now only show spawnable entities
  • [Bugfix, FG 1.16.5] Mega spruce trees in custom biomes crashed the world generation
  • [Bugfix, FG 1.16.5] When custom projectile hits block procedure trigger executed twice
  • [Bugfix] Custom slots did not look the same as vanilla slots
  • [Bugfix] On GUI closed procedure was not called on non-slot custom GUIs
  • [Bugfix] Some other minor fixes and improvements

Release notes

  • Added 4 new texture categories: entities, effects, particles, and screens. Existing workspaces will be converted to new categories automatically.
  • Removed fuel mod element (replaced by the new item extension mod element). Existing fuel mod elements will be converted to item extensions automatically.
  • Removed custom item dispense behavior settings (replaced by the new item extension mod element). Existing item mod element dispense behavior settings will be converted to item extensions automatically.
  • Replaced current shoot ranged item procedure block with new projectile procedure blocks
  • [Plugins] Replaced some of the custom Blockly extensions with a new field type
  • [Plugins] Added a new template type for command arguments

Make sure to test this snapshot out so the release will be as stable and bug-free as possible. Leave a comment with your feedback on the update below. Stay tuned and keep on modding!

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Comments

Another snapshot full of great additions. Patiently waiting for a good way to make custom entities hop around instead of walk though 👀

I want to ask,
Through procedures I can get list of custom biomes, entities and other builtin mod element types (they are visible with prefix "CUSTOM:")
How can i do the same with the custom mod element type i create? I can't really find a way to do this but i need it.

I found that class "BlocklyJavaScriptBridge" returns things like that but maybe it's not prepared for returning list of elements of custom types or maybe im doing sth wrong uwu.

The projectile update is so nice! I love the fireball option and the pictures beside the projectiles in the selector :) Like this is my favorite update. It will help a LOT with my magic mod.

Neat! Progress seems to be going well :)

What I was wondering was, since the changelog lists a bunch of procedure elements to work with multiple (ar at least more specifically defined) passengers on a mount, does this mean in a full release there will be additional new features to make it easer to create mounts/ vehicle-like entities with multiple passengers to them?

Previously I was only able to achieve something similar in MCreator with akind of passenger seat-entit that was tracking the main mount.

Downloaded the snapshot, ran the exe file and nothing is happening, what do I do?

Can we make custom blockstates for block in this update? This will be so helpful for plants, workstations blocks, or some kind of color/shape changing blocks that need a blockstates for each look/model.

Please add a feature to turn off lava pools in dimension (or biome not sure which one)

In other words, If my understanding is correct, you will need to recreate a vanilla biome as your own custom biome in order to remove generated features. Minecraft itself uses multiple biomes in order to make terrain diverse in what you see as a single biome, as such, recreating biomes to change parameters is the default method of changing generated features and terrain.

My apologies, I have always thought that Lava pools were generated as part of the 'Lakes' "Biome default features" but after testing it, your correct. I am going to have a look at the code and see if I can find a way around it and submit my findings in a bug report.

After a little testing, I found that 'Caves' generate them. I also found that without 'Caves' selected, Water caves still generate and there is a large chance of Mcreator itself crashing. I'll look into both.

will there be a bugfix on biomes? i see it pop up occasionally that biomes wont spawn or are mega rare no matter what is done, cave biomes work fine but not the surface ones =/



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